Warlock

The Leviathan

You have made a pact with a great sea monster, a leviathan. Known as destroyers of ships and bringers of storms, these creatures — such as Krakens, Dragon Turtles, and Sea Serpents — lurk in the deepest depths of the oceans, pursuing their own inscrutable ends. These beings are destructive by their very nature, but reward those who serve them on the surface, extending their influence beyond their watery domain.

Expanded spell list

The Leviathan lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell level Spell
1st Ensaring Strike, Dissonant Whispers
2nd Blur, Blindness/Deafness
3rd Wall of Water, Water breathing
4th Control Water, Evard's black tentacles
5th Cone of Cold, Maelstrom

Sea's Favour

Starting at 1st level, you gain proficiency with Scimitars, Tridents and Nets and can use your Charisma modifier for the attack and damage rolls of these and simple weapons.

In addition you learn the shape water cantrip, which counts as a warlock cantrip for you and doesn't count against your number of cantrips known.

Curse of the Deep

At 1st level, you can sap your opponent's strength using the deep ocean magic of your patron. As a bonus action, or when you cast hex, choose a creature you can see within 30 feet. The target is afflicted by the curse for 1 minute, or until the target dies, or you are incapacitated. Until the curse ends:

  • The cursed target's speed reduced by 15 feet and has a -2 penalty to their AC
  • Whenever the afflicted target makes an attack roll or a saving throw, the target must roll a d4 and subtract the number rolled.
  • If the afflicted target dies, your curse siphons their strength to bolster your own. Up to three creatures of your choice within 15 feet of the target are affected by the bless spell for the remaining duration of the curse (no concentration required)

You can't use this feature again until you finish a short or long rest.

Dark Escape

Beginning at 6th level, the inky depths of the abyss defend you from harm. As a reaction when you take damage, magical darkness emanates out from you to fill a 10-foot-radius sphere that lasts for 1 minute. The darkness spreads around corners.

In addition you can immediately move up to half your movement. When you trigger Dark Escape, you can decide if the darkness follows you, or remains at the original location.

Once you use this feature, you can't do so again until you complete a short or long rest.

Scion of the Depths

Starting at 10th level, you become accustomed to the dark, cold, and crushing depths of the ocean. You gain resistance to cold damage, ignore any of the drawbacks caused by a deep, underwater environment, and gain darkvision out to a range of 120 feet.

Additionally you have advantage on Dexterity (Stealth) checks made to Hide while at least partially submerged in water

Leviathan's Wake

Starting at 14th level, you gain the ability to conjure the wrath of your patron.

You can use your action to summon an 5-foot-deep, 40-foot radius whirlpool centered around any point within 120 feet of you. The point must be on ground or in a body of water. The area is difficult terrain. Any creature other than yourself that starts its turn there must make a Strength saving throw. Creatures take 4d8 bludgeoning damage and 2d8 cold damage and pulled 20 feet toward the center on a failed save, or half damage and no pull on a success. The center is a 5-foot radius surrounding the chosen point. Any creature other than yourself that ends their turn in the center is grappled and restrained as a monster from the depths grab them through a portal in the center. At the end of a grappled creatures turn, they may make a DC 20 Dexterity saving throw in an attempt to escape the grapple. The whirlpool lasts for 1 minute.

Once you use this feature, you can't use it again until after a long rest.